Well, I had problems loading the level (yes, again) and had to rename it with GeomAdd, too. And then, when the level loads, the textures are quite blurry for some reason... so, I haven't really played it. I'm looking at it in TresEd, rather.

Thanks for these, I'll see what I can find in there.Oh, and there is some additional vegetation in JR...

Well, I had problems loading the level (yes, again) and had to rename it with GeomAdd, too. And then, when the level loads, the textures are quite blurry for some reason... so, I haven't really played it. I'm looking at it in TresEd, rather.

Thanks for these, I'll see what I can find in there.Oh, and there is some additional vegetation in JR...

Yes, the town levels are not stable at all in-game. And since it's not that really fun in-game anyway since it's missing physics and triggers, it's better to look at it in TresEd.

Oh yes. Didn't bother adding that to the level, since it's basically what they copied and paste in the level I guess. But one of them contain that Dioca tree IIRC.

The jeeps at the ops center is different from the ones in b96 and retail. "PHunterJeep00-00" use some opacy textures that the one in b96 and retail doesn't, and "PHJeepCrshed00-00" is different too. It got movable doors, which the one in b96 and retail doesn't. And it doesn't got tired as the b96 and retail does.

Intresting, the whole terrain for the Town level was displaced (maybe in order to fit the dam when Plains was cancelled? Or just to make that road longer?). The original matches the actual Cocos Island terrain closely...

Intresting, the whole terrain for the Town level was displaced (maybe in order to fit the dam when Plains was cancelled? Or just to make that road longer?). The original matches the actual Cocos Island terrain closely...

Yeah. All the part of Plains that was placed in the town doesn't fit into the terrain. Some of it is gets located outside the terrain area.

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